The high plateau of Wuqing provides contrasting extremes: cold winds and warm skies, wide-open spaces and direct lanes of attack. First impressions here can be deceiving…
The old fortress above the caves of Wuqing has been abandoned for so long that it’s hard to tell that it was once a fortress at all. Weathered by centuries of harsh winters and even harsher battles, it seems to stand only out of spite - as a reminder of a region that was once settled and prosperous. The nomadic tribes that claim the area today are less concerned with its history, viewing the rocky cupola as merely a place to converge. One day it will fall, long after they have all moved on.
Welcome to Wuqing Plains. This new map comprises two key areas, the bulk of which is rolling and open terrain, pocked by villages. This makes the landscape perfect for rapid movement and mounted charges.
With two capture points in close proximity of one another, it would seem an obvious strategy to concentrate efforts at the centre of the map. However, while a surprise attack in the right place can yield quick benefits, all warlords know that it is just as easy to lose open ground as it is to win it
Putting the plains below in sharp relief - literally - are the caves that dominate them, atop which is an ancient tower that guards the primary capture point. While there are numerous routes winding up and the around the rocks, the high ground is much easier to hold on to. However, while doing so may have some advantages, one capture point cannot bring victory on its own. Both sides will have to consider carefully whether the high or the low route will suit them best.
- All three capture points are more-or-less equidistant from both sides’ starting location. Coordinate your initial assault and don’t spread your forces too thin by trying to take too many capture points too quickly!
- If you lose your horse in battle, you can claim a new one from Supply Points that are under your control. Although they do not respawn once claimed, you can dismount a supply horse and come back to it later - or leave it somewhere where it may be more convenient.
CAPTURE POINT A
- There are numerous paths leading to the capture points, making it difficult to protect them all. However, the archway in the old tower is a great place in which to station ranged units or counter-attacking reinforcements.
- On either side of the mesa, there are stairways leading up from the caves that can be used to hide an approach - or an escape.
- The stone pathway leading down towards Point B will be the main point of conflict. Use its steepness to your advantage when attacking towards the centre of the map.
CAPTURE POINT B
- With there being such a direct line between all three capture points, combined with the style of terrain, Point B will be the most difficult to keep control of. Make sure you have enough support to maintain a defence - sometimes it’s best to keep the bulk of your units behind the capture zone, counterattacking in numbers only when the enemy moves to take it.
- Perhaps instead of concentrating on Point B, it may be more fruitful to try to outflank your opponent by attacking the point beyond it - if only to draw more forces away.
CAPTURE POINT C
- Because of its more defensible position and distance from Capture Point A, Point C is a good location to secure first. Its proximity to Point B makes it a useful fall-back point.
- As the capture point is located in a small depression, if it’s being heavily defended, try attacking from the elevated terrain behind.